Zeno's Fan Build 120 (The polish and gubbins patch!)

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ThatZenoGuy
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

Post by ThatZenoGuy »

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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

Post by Rebel »

ThatZenoGuy wrote: Sat Aug 17, 2024 12:06 am
Rebel wrote: Fri Aug 16, 2024 9:48 pm Too tired to read all of this, so what the hell is a gubbin?
Miscellaneous items!

Particularly stuff from earlier builds of the game, or just general detailing that gives the game a bit of extra spice. For example the operation's centre maybe having a reception desk.
Huh. I just never heard the term before. And apparently it is indeed a real word, so bully for you! :lol:
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

Post by Hilwo »

LOL, it's a funny word, I like it. Better than flabbergasted or welp, those are pretty much my trigger words.
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

Post by Hilwo »

ThatZenoGuy wrote: Sat Aug 17, 2024 6:48 am
Hilwo wrote: Sat Aug 17, 2024 6:02 am LOL, it's a funny word, I like it. Better than flabbergasted or welp, those are pretty much my trigger words.
Welp, I am flabbergasted that you find the word gubbins funny. ;D
Don't test me :lol:
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

Post by tatu »

It took me ages to place the monorail physics boxes as well, specially as the monorail parts are not straight so it is very un-even. I do plan on redoing the models at the end of JR at some point in order to have good physics boxes.
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

Post by tatu »

H-Haha I sure do love moving plants for an entire hour, to polish up the Industrial Jungle!
That's nothing, I've heightfixed the foliage for IJ at least twice from scratch ;)
1: The dinosaurs all do not recognize each other AS dinosaurs so they act really silly, like they're having a dinosaur tea party or something. This issue is already fixed in my mod as I gave them all AI Type 2 on their physics boxes, they now actually eat each other.
Nice. That is actually something I need to take a look at in Isla Sorna. To see that the script for the dinosaurs have those set.
3: The 'second wave' is apparently usually has issues because it uses 'evaluate all'. But CE fixes this issue so it works just fine. But for compatibility reasons it would make more sense to convert it to boolean triggers so it doesn't require CE just in case.
I believe this can be done without boolean triggers. I've forgotten how I did it for JPDS~Plains, but boolean triggers states are not saved in save files, so if people save around that area, they can re-trigger those triggers!

I think that are some good changes you are aiming for. I haven't tweaked any of those stuff yet myself. :)
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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

Post by ThatZenoGuy »

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Re: Zeno's Fan Build 120 (The polish and gubbins patch!)

Post by TheIdiot »

ThatZenoGuy wrote: Fri Aug 23, 2024 4:18 am Hmmm, boolean triggers aren't saved? That is...Upsetting to hear. XD
The way I think works best for saving a boolean value is to use repeating CLocationTriggers with an object inside of them which sets off the trigger. You use teleport actions to teleport your trigger object inside or outside of the trigger area - you're effectively creating a boolean value with that. When the object is inside of your trigger, the value is "true", and when it isn't, it's "false". You then use this repeating trigger in the Firing Condition with the EvaluateNow function enabled, which will force your trigger to check whether the boolean trigger is true or false when it activates. It takes a bit more work than it realistically should, but it works.
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